YARA
Unusual Anatomy (+2)
Yara have two additional sets of limbs protruding from their backs and a second pair of infra-vision eyes on their foreheads instead of eyebrows. The limbs usually have the semblance of insects, arachnids, and crustaceans, but genetic variations are possible and do occur. Their infra-vision eyes allow them to see heat signatures while the limbs located on their backs are capable of extending and retracting to some extent, and provide greater freedom of physical movement. However, their additional limbs require that the Yara purchase or obtain specialized (although widely available) apparel and equipment - which is often at least twice as expensive as the base cost. More specialized power armors or other equipment may not be available or even usable, at the GM’s discretion.
Additional limbs allow the Yara to perform one additional action per turn with no multi-action penalty from the following list:
Athletics: Grappling (SWADE pg. 101), Jumping (SWADE pg. 93), Climbing, etc.
Running: When applied in this way, Running becomes an Action instead of a Free Action. The -2 multi-action penalty may be ignored, but it counts as one of the character’s three possible actions that turn. Yara may still Run as a Free Action at a -2 penalty, if they choose.
Infravision allows the Yara to “see” heat, halving Illumination penalties when attacking or noticing warm targets, including invisible beings.
Sturdy Claws (+2)
All Yara have some form of natural claws. Most commonly, these claws are located on their additional sets of limbs, but that is not always the case. They could be pincers, blades, spines, quills, or another similar example. The Yara’s claws are exceptionally sharp and durable, allowing them to move across vertical sources normally and inverted surfaces at half pace.
Natural Claws (+1)
A natural weapon that deals Strength + 1d4 damage (SWADE pg. 104).
Wall Walker (+1)
Move across vertical sources normally and inverted surfaces at half pace (SWADE pg. 19).
Clumsy Hands (-2)
While Yara have additional sets of limbs that provide them many advantages, their “normal” human hands have only two fingers and a thumb. Additionally, they have lost some amount of sensitivity in those digits. This has made the operation of many technologies more difficult, whether they are in danger of breaking fragile things by mistake or clumsily attempt fine manipulation. Their desensitized digits and additional sets of limbs can also get in the way during inopportune moments - chiefly, when swimming. All Yara suffer from the All Thumbs and Can’t Swim Hindrances.
All Thumbs (-1)
This hindrance inflicts a -2 penalty when using mechanical or electrical devices. If a Critical Failure is rolled when using such a device, it’s broken. In Neon Heat, this applies to standard Firearms. (SWADE pg. 22)
Can’t Swim (-1)
Individuals with this hindrance suffer a -2 penalty to the Athletics skill when swimming and each inch moved in water costs 3” of Pace. (SWADE pg. 23)
Characters with one Yara parent can choose from the following genetic packs during creation:
Unusual Anatomy (+2)
Sturdy Claws (+2)
Clumsy Hands (-2)